11-Year Summary of Consolidated Business Performance Indicators

Financial Index 2003 2004 2005 2006 2007 For the Year: Millions of yen Net sales Next page 1 ¥ 62,036 ¥ 52,668 ¥ 65,895 ¥ 70,253 ¥ 74,542 Operating income Next page 2 6,680 1,402 7,752 6,580 9,602 Net income (loss) Next page 4 (19,598) (9,158) 3,622 6,941 5,852 Depreciation & amortization 2,202 2,081 2,101 1,936 2,774 Capital expenditures 2,289 4,678 1,665 1,600 4,495 R&D expenses 1,151 1,124 1,323 1,864 1,828

At Year-End: Millions of yen Total assets ¥ 106,648 ¥ 93,096 ¥ 106,361 ¥ 98,457 ¥ 91,478 Net assets 42,888 31,854 32,491 39,464 45,144 Net cash (14,894) (16,957) (12,948) (678) 9,200

Cash Flows: Millions of yen Cash flows from operating activities ¥ 3,635 ¥ 5,577 ¥ 7,977 ¥ 13,921 ¥ 16,063 Cash flows from investing activities (2,329) (5,011) (1,099) (1,779) (6,715) Cash flows from financing activities (2,000) (395) 6,251 (18,259) (15,206) Cash and cash equivalents at end of year 33,444 32,131 45,538 40,652 35,020

Per Share Data: Yen Net income (loss) per share Next page 5 ¥ (338.01) ¥ (160.91) ¥ 63.37 ¥ 125.19 ¥ 107.52 Cash dividends applicable to the year per share Next page 6 20.00 20.00 20.00 20.00 30.00 Net assets per share 753.47 559.66 589.99 716.91 799.35

Financial Index: % Operating margin Next page 3 10.8 2.7 11.7 9.4 12.9 ROE Next page 8 — — 11.3 19.3 13.8 ROA — — 3.6 6.8 6.2 Net worth ratio 40.2 34.2 30.5 40.1 49.3 Debt-equity ratio 148.8 192.4 227.9 149.4 102.8 Foreign investors 16.85 16.59 14.79 23.35 32.60

Consumer Business Net Sales: Billions of yen Consumer Online Games business Next page 7 ¥ 48.0¥ 33.9 ¥ 39.9¥ 42.7 ¥ 43.8

Number of Home Video Games Sold: Thousands Total number of units 16,300 11,600 13,500 13,400 12,200

Lost Planet Mega Man Resident Evil 4 2 Extreme Sales of major titles 1,400 Battle Network 4 950 (GC) 1,230 (PS2) 1,810 1,370 Condition Onimusha Resident Evil 0 Onimusha 3 1,130 630 1,100 DAWN of DREAMS 640 1,220 Mega Man Resident Evil Resident Evil Monster Hunter Monster Hunter Battle Network 3 850 Outbreak 430 Outbreak 820 Freedom 610 Freedom 2 1,220

a Net sales (Millions of yen) b Operating income (Millions of yen)

12,318 2012 82,065 2012 Decrease in net gross profit (375) Digital Contents 3,826 Decrease in advertising expenses 820 Increase in promotion expenses 539 (785) Arcade Operations Selling, Increase in salaries and bonuses 441 general and 9,120 administrative Decrease in provision for accrued bonuses (106) Amusement Equipments expenses up 1,792 Decrease in commissions 288 Other Businesses (151) Decrease in research and development expenses (254) up 12,010 Decrease in other selling, general and administrative expenses 82 94,075 down 2,167 2013 from the previous 2013 10,151 from the previous fiscal year fiscal year

7 ANNUAL REPORT 2013 11-Year Summary of Consolidated Financial Indicators See page 63 Highlights

CAPCOM CO., LTD. AND ITS CONSOLIDATED SUBSIDIARIES. YEARS ENDED MARCH 31 2008 2009 2010 2011 2012 2013 2013 Millions of yen Thousands of U.S. dollars ¥ 83,097 ¥ 91,878 ¥ 66,837 ¥ 97,716 ¥ 82,065 ¥ 94,075 a $1,000,709 13,121 14,618 5,587 14,295 12,318 10,151 b 107,993 7,807 8,063 2,167 7,750 6,723 2,973 31,632 3,393 4,143 3,368 3,315 3,123 3,406 36,235 4,503 2,906 2,205 2,758 4,153 8,724 92,811 2,972 2,329 2,125 2,924 2,236 1,982 21,086

Millions of yen Thousands of U.S. dollars ¥ 93,606 ¥ 106,210 ¥ 86,621 ¥ 90,408 ¥ 98,247 ¥ 104,365 $1,110,266 53,660 59,349 53,956 58,007 59,352 62,828 668,386 13,061 7,378 12,299 27,655 11,348 14,327 152,415

Millions of yen Thousands of U.S. dollars ¥ 7,452 ¥ (551) ¥ 14,320 ¥ 22,392 ¥ (7,672) ¥ 6,647 $ 70,714 (3,374) (2,715) (1,618) (2,046) (4,794) (1,375) c (14,628) (2,448) (342) (10,747) (12,919) 587 1,162 d 12,366 32,763 28,611 29,815 35,011 22,287 31,522 335,345

Yen U.S. dollars ¥ 132.90 ¥ 130.98 ¥ 35.71 ¥ 131.18 ¥ 116.10 ¥ 51.64 $ 0.55 30.00 35.00 35.00 40.00 40.00 40.00 0.43 881.31 961.38 913.18 981.76 1,030.70 1,091.08 11.61

% 459 15.8 15.9 8.4 14.6 15.0 10.8 15.8 14.3 3.8 13.8 11.5 4.9 8.4 8.1 2.3 8.8 7.1 2.9 57.3 55.9 62.3 64.2 60.4 60.2 74.4 79.0 60.5 55.9 65.5 66.1 27.72 33.73 24.22 22.17 27.05 32.37

Billions of yen ¥ 51.6 ¥ 60.2 ¥ 38.7 ¥ 63.9 ¥ 46.9 ¥ 45.9

Thousands 15,600 17,300 12,500 20,500 15,700 14,000

Monster Hunter Resident Evil: Monster Hunter Freedom Unite Operation 2,320 Resident Evil 5 4,400 1,350 Freedom 3 4,600 1,700 Resident Evil 6 4,900 (Best Price included) Raccoon City Resident Evil 4 Monster Hunter Monster Hunter Dragon's Street Fighter IV Dead Rising 2 Wii edition 1,300 2,500 Tri 1,150 2,200 3 (Tri) G 1,600 Dogma 1,300 Resident Evil: Monster Hunter MARVEL VS. Street Fighter DmC Resident Evil 5 The Umbrella 1,060 Freedom Unite 2,200 950 CAPCOM 3 Fate 2,000 X Tekken 1,400 Devil May Cry 1,150 Chronicles (Best Price included) of Two Worlds

c Cash Flows from Investing Activities (Millions of yen) d Cash Flows from Financing Activities (Millions of yen)

2,499 Proceeds from withdrawal of time deposits 4,290 Net increase in short - term borrowings (1,578) Payment for acquisition of intangible fixed assets (2,298) Dividends paid by parent company (3,086) Payment for acquisition of tangible fixed assets

(830) Others 790 Others

down 1,375 up 1,162

CAPCOM ANNUAL REPORT 2013 8 Commentary on Main Financial Indices

1 Net sales 2 Operating income

14.6% UP 94,075 17.6% DOWN 10,151 120,000 million yen 20,000 million yen (Millions of yen) Digital Contents Arcade Operations (Millions of yen) Digital Contents Arcade Operations Amusementt Other BusinessesBusine 97,716 Amusement Equipments Other Businesses Equipments 91,878 14,618 90,000 83,097 82,065 15,000 14,295 74,542 13,121 12,318 70,253 66,837 62,036 65,895 60,000 52,668 10,000 9,602 7,752 6,680 6,580 5,587 30,000 5,000 1,402 0 0 2003 200400 2005 2006 2007 2008 2009 2010 2011 2012 2013 2003 2004 2005 2006 2007 200808 2009 2010 2011 2012 2013 (YEARS ENDED MARCH 31) (YEARS ENDED MARCH 31)

Structural reforms enacted in the fiscal years that ended in March 2003 and Structural reforms have enabled Capcom to sustain consistent growth in 2004 set the stage for stable growth in sales starting in the fiscal year ended operating income. Moreover, the contribution to net sales occurred two March 2005. This was mainly due to the creation of an efficient development years later in the fiscal year ended March 2007 because it took two years to structure able to launch popular, highly profitable home video games put together a highly profitable lineup after restructuring. However, in each year. In the fiscal year ended March 2013, strong sales of Pachislo recent years, rapid changes in the market, including the expansion of mobile machines developed in-house for the Amusement Equipments business content and DLC, as well as the impact of the transitional period before and growth of mobile and other content in the online business resulted in the sales of next-generation game consoles has increased the volatility of a 14.6% increase in net sales from the previous year. our earnings. In the fiscal year under review, operating income decreased 17.6% as a result of major titles failing to achieve their sales targets or being postponed.

3 Operating margin 4 Net income (loss)

2,973 4.2 points DOWN 10.8% 55.8% DOWN 20 30,000 million yen (%) (Millions of yen) 15.8 15.9 14.6 15.0 15 12.9 15,000 10.8 11.7 6,941 7,807 8,063 7,750 6,723 3,622 5,852 9.4 8.4 2,167 10 0

2.7 (9,158) 5 –15,000 (19,598) 0 –30,000 2003 2004 2005 2006 2007 2008 2009 20100 2011 2012 2013 2003 2004 2005 2006 2007 2008 2009 2010 20111 2012 2013 (YEARS ENDED MARCH 31) (YEARS ENDED MARCH 31)

Operating margin depends primarily on profitability of the Digital Contents In the fiscal years that ended March 2003 and 2004, Capcom posted large business, which accounts for about 70% of net sales. There was steady net losses because of special losses. One cause was valuation losses on land, increase in operating margin as well as operating income from the fiscal buildings and structures and losses from the termination of game development year ended March 2007 thanks to the establishment of the efficient projects, both associated with structural reforms. In the fiscal year ended developmental organization. However, in the fiscal year ended March March 2010, we recorded a loss on restructuring in accordance with a drastic 2013, despite increased sales, major titles failing to achieve their sales review of poorly performing businesses as a secondary structural reform to targets or being postponed in the Digital Contents business resulted in a adequately respond to market volatility, resulting in a significant decrease in higher cost to sales ratio and increased selling, general and administrative net income. This fiscalyear in the Digital Contents business, expenses related expenses, narrowing the operating margin to 10.8%. to structural improvements, such as revisions to our development structure, resulted in a significant 55.8% decline in net income from the previous year.

9 CAPCOM ANNUAL REPORT 2013 Highlights 5 Net income (loss) per share 6 Cash dividends applicable to the year per share

55.5% DOWN 51.64 ±0 40.00 300 yen 60 yen (Yen) (Yen)

125.19 132.90 130.98 131.18 150 107.52 116.10 45 40.00 40.00 63.37 35.71 35.00 35.00 30.00 30.00 0 30 20.00 20.00 20.00 20.00 –150 15 (160.91) (338.01)(3 0 200303 2004 2005200 2006 2007 2008 2009 2010 2011 2012 2013 2003 2004 2005 2006 2007 2008 2009 20100 2011 2012 2013 (YEARS ENDED MARCH 31) (YEARS ENDED MARCH 31) For the fiscal years ended March 2003 to 2004, net income (loss) was in the Capcom has its fundamental dividend policy of providing a continued and red due to special losses on valuation actually stemming from structural stable dividend to the shareholders. In accordance with its policy, an annual reform, resulting in a significant decline in net income (loss) per share. dividend of 20 yen per share was paid from the fiscal year ended March Since the fiscal year ended March 2005, this has generally been linked to 1998 to that ended March 2006. Cash dividend per share for the fiscal years the rise and fall of net income, but there has been a slight impact from ended March 2007 to 2008 was raised to 30 yen thanks to its stable revenue exercising conversion rights on convertible bonds and executing share base brought by its structural reform. Moreover, we continued to incrementally buybacks. Furthermore, in the fiscal year under review, the recognition of increase dividend payments in line with earnings based on our policy of special losses caused net income to decrease, resulting in a significant providing stable dividends; from the fiscal year ended March 2009, the decline in net income per share. annual dividend was increased to 35 yen and again up to 40 yen in the fiscal year ended March 2011.

7 Consumer Business net sales 8 Return on equity (ROE)

45.9 2.1% DOWN 6.6 points DOWN 4.9% 100 billion yen 20 (Billions of yen) (%) 15.8 19.3 14.3 13.8 75 15 60.2 63.9 11.5 48.0 51.6 13.8 50 43.8 46.9 10 39.9 42.7 38.7 11.3 33.9

25 5

3.8 0 0 2003 2004 2005 2006 2007 2008 2009 2010 2011 201212 2013 2003 2004 2005 2006 2007 20088 2 2009 20100 201 2011 2012 2013 (YEARS ENDEDDE MARCH 31) (YEARS ENDED MARCH 31) Capcom recognizes earnings from the sale of home video games within Net loss was run for the fiscal years ended March 2003 and 2004 due to Digital Contents, Capcom’s flagship business representing the core of our sales. the implementation of structural reform. ROE has been stable around 14% The introduction of a two-step approval system and a shared development since the fiscal year ended March 2005 (except for 2010), even though net engine through structural reforms enabled us to realize a more efficient assets increased due to increases in retained earnings and common stock, etc. development process and improve profitability that, in turn, has led to the by the exercise of conversion rights of the convertible bonds. Moreover, in stable creation of million-seller hits and continued growth. In recent years, DLC the fiscal year ended March 2010 and 2013, net income decreased due to sales, including the digital sales of full titles and additional contents, has been recognition of special losses, including losses on restructuring and expanding rapidly. In the fiscal year ended March 2013, although some major business structure improvement expenses, causing a temporary downturn titles failed to achieve their sales targets or were postponed, the growth of DLC in numerical values. enabled us to generally maintain the same level of sales as the previous year.

* Net sales in the fiscal year ended March 2008 include a portion of PC online business earnings. However, the impact on the sales ratio was negligible.

CAPCOM ANNUAL REPORT 2013 10 Business Segments Highlights

B usiness Profile Digital Contents

This business engages in the development and sales of package games for consumer consoles and digitally distributed content (DLC), as well Year ended as the development and operation of mobile content and PC online March 31, 2013 games. As this is our core business representing approximately 70% of Sales breakdown company sales, we concentrate management resources on these 67.7% activities to meet diverse user needs. Capcom creates many million-seller titles for consumer consoles that are overflowing with creativity, mainly in the action and adventure Consumer game genres. These include proprietary content and licensed titles (Package and DLC) utilized flexibly for smartphones and tablet devices, which continue to Mobile Contents expand globally, as well as PC online games. We aim to expand earnings PC Online through worldwide distribution.

Arcade Operations

We operate “Plaza Capcom” amusement facilities in Japan. These arcades are predominantly in large commercial complexes and host Year ended various events designed to attract families and female customers. We March 31, 2013 have diligently followed a scrap-and-build policy to maximize our Sales breakdown efficiency in arcade operations. 11.6%

Amusement Equipments

We are engaged in two other businesses based on the content used for our home video games. The Pachinko & Pachislo (P&S) business is Year ended involved in the development, manufacture and sales of frames and March 31, 2013 LCD devices for gaming machines as well as software. The Arcade Sales breakdown Games Sales business develops, produces and distributes arcade 17.8% games for amusement facilities, creating synergy between businesses.

Other Businesses

Based on a Single Content Multiple Usage strategy of developing game content for various media, we will pursue a variety of copyright-related Year ended business opportunities including publishing (walkthrough and March 31, 2013 strategy guides as well as game settings collections) and licensing Sales breakdown (music CDs and licensed merchandise). Furthermore, we are 2.9% concentrating on developing game content into movie and TV animation programs.

11 CAPCOM ANNUAL REPORT 2013 M arket Trends C apcom’s Strength and Strategy Highlights

Consumer (Package and DLC) PC Online Consumer (Package and DLC)

The home (package) market contracted for Growth, primarily in the Asian region, is on track and We own numerous “intellectual properties with the fourth year in a row due to a decline in annual unit forecast to expand to a scale equal to the home video universal market appeal”. sales of game consoles caused by deferred purchases game market in the future. We maintain an advanced ability to develop original ahead of the introduction of next-generation game game content. We also possess a high level of consoles and a drop in the average unit price of Consumer (Package and DLC), Mobile Contents technology, assisted by an integrated development game software. environment built to provide common software and PC Online Markets development tools for a variety of devices. DLC is undergoing rapid growth through online networks. (Billions of dollars) 84.6 86.6 Mobile Contents PC Online Mobile Contents 79.6 65.9 73.0 The Mobile Contents/PC Online segment makes 57.4 61.4 efficient use of original content created for The market is expanding quickly due to the global consumer games. adoption of smartphones and tablet devices. The Beeline brand distributes social games for The advent of app stores and other global distribution smartphones around the world in an attempt to systems are enabling the cultivation of game users in capture the light user segment (women, families, new regions such as the Middle East and Asia. etc.) rather than the traditional Capcom user. 2011 2012 2013 2014 2015 2016 2017 (CY) The new light game user segment is growing as a result (Estimate)(Estimate) (Estimate) (Estimate) (Estimate) We will continue to develop popular series for mobile of the popularity of freemium-style social games. Source: International Development Group phones by making effective use of the content and expertise accumulated over years of consumer game development with the Capcom brand.

From the previous year, both the scale of the market Amusement Arcade Market We specialize in opening mall-based large-scale and the number of arcades declined slightly. (Billions of yen) facilities which secure a long-term, stable number Although the latest round of unprofitable arcade 678.1 of customers. 573.1 closures has increased the appetite for arcade 504.3 495.8 We have built an organizational structure to design investment, the unavoidable repercussions of 487.5 and operate sales venues supported by customers. heightened demand after the Great East Japan We also maintain relatively higher profitability Earthquake have weakened the market. than the competition by either selling or closing We forecast new investment in the form of continued unprofitable facilities in an attempt to secure a aggressive capital expenditure on new arcade better return on investment. openings and the renovation of existing arcades, 2008 2009 2010 2011 2012 resulting in a stabilizing trend in the market. (YEARS ENDED MARCH 31) Source: Amusement Industry Survey Report

In the major gaming machines market, despite lower Major Gaming Machines Market We establish new revenue streams using our rich sales of Pachinko machines, increased unit sales caused (Pachinko and Pachislo machines) in-house content. by a swing back to Pachislo machines have put the (Billions of yen) The P&S business division uses capabilities developed market on a recovery track. 1,371.1 creating the Home Video Games business to develop In line with the return of capital expenditure incentives 1,169.2 1,211.1 1,173.6 1,200.8 machines from our proprietary and other content. for arcade operators in the arcade game market, the Using content developed from home video aggressive introduction of new products has brought games, the Arcade Game Sales business released stability to the market. coin-operated game machines with popular A gentle recovery is forecast for this market resulting content, which are in high demand. from ongoing capital expenditure and the addition of network game machines. 2008 2009 2010 2011 2012 (YEARS ENDED MARCH 31) Source: Manufacturer sales base complied by Capcom using Pachinko Maker Trends (2010,2011,2012); Yano Research Institute Ltd.

The global contents market was worth 130 trillion yen. Japanese Content Market Trends We create a strong synergy with our Digital Contents The Japanese contents market was worth 12 trillion (Billions of yen) business by making multidimensional use of our yen, second to only to the United States. 132,450 129,241 wealth of intellectual properties Single Content Stable domestic contents industry despite lower birth 121,569 121,872 120,460 Multiple Usage. rates Particularly in the movie-related business, the brand The key to future growth is multifaceted development value has been elevated by the high exposure overseas provided by the media. This leads to greater sales expansion in video game software, completing an ideal sales cycle. 2007 2008 2009 2010 2011 (CY) Source: Digital Content White Paper 2012

CAPCOM ANNUAL REPORT 2013 12 Business Segments Highlights

O perating Results for This Fiscal Year Digital Contents

Consumer (Package and DLC) PC Online Although “Resident Evil 6” for the PlayStation 3 and Xbox Sales of both the PC and versions of the online 360 has sold 4.9 million units, sales are sluggish and falling game “Monster Hunter Frontier Online” are on track. short of projections. As a new original title in several years, “Dragon’s Dogma” achieved an extraordinary 1.3 million units sold, successfully establishing this as a standalone brand. Net Sales/Operating Margin DLC sales have expanded significantly due to an increase 21.5 18.7 Net Sales in additional content associated with major titles. 11.1 ¥ million Mobile Contents 74,297 63,636 63,636 59,809 (Up ”Smurf’s Village” under the Beeline brand is providing a steady 6.4 % from the previous year) contribution to earnings. Cumulative downloads of Beeline brand titles have surpassed Operating Margin the 100 million mark. ”Minna to Monhan Card Master” and “Resident Evil: Outbreak 2011 2012 2013 11.1% Survive” under the Capcom brand have amassed over two (YEARS ENDED MARCH 31) million members each.

Arcade Operations

Capcom promoted customer-oriented community-based Net Sales/Operating Margin arcades by holding events and renovating existing arcades 15.6 to expand women, family and other customer segments. 15.2 Net Sales Attempted to expand our customer base to include 9.7 seniors through measures including an arcade experience ¥10,944million tour targeting people 50 years or older. 11,621 11,729 10,944 (Down 6.7% Three unprofitable arcades were closed. from the previous year) Existing arcade sales declined slightly by 5% in the Operating Margin previous year. 2011 2012 2013 (YEARS ENDED MARCH 31) 15.6%

Amusement Equipments

In the P&S business, our proprietary Pachislo machine Net Sales/Operating Margin “Resident Evil 5” made a strong contribution to earnings with sales of nearly 48,000 units, a significant increase in revenue. 33.4 29.1 Net Sales 11.6 As the product supply cycle entered a transitional phase, arcade game sales, including coin-operated “Mario Party ¥16,783million Kurukuru! Carnival”, held steady while repeat sales of existing 16,783 (Up % products were brisk. 119 .0 7,903 7,663 from the previous year) Operating Margin 2011 2012 2013 (YEARS ENDED MARCH 31) 29.1% Other Businesses

Maximize earnings and strengthen brand power of proprietary Net Sales/Operating Margin content through execution of lateral development of 30.6 Net Sales integrated sales of consumer games based on the Single 28.2 Content Multiple Usage strategy. 27.3 In the Digital Contents business, Hollywood film “Resident 3,893 ¥2,711million Evil: Retribution” and CG animation “Resident Evil: Damnation” 2,862 2,711 (Down were released in conjunction with the launch of core game 5.3% from the previous year) software “Resident Evil 6”. The Hollywood film earned 0.24 billion dollars at the box office globally. Operating Margin 2011 2012 2013 (YEARS ENDED MARCH 31) 27.3%

13 CAPCOM ANNUAL REPORT 2013 P roducts Introduced This Year Highlights

“Resident Evil 6” “Dragon’s Dogma” The latest addition to this series is Set in the world of fantasy, this totally new appealing on several levels, offering a action role-playing game offers adventure totally new kind of action that features in a vast open-world. This newly created advanced graphics, a dramatic storyline brand recorded the highest first week unit and network play among other online sales of any domestic title over the past 10 functions. Initial shipments of this title years and has shipped 1.3 million units achieved a record-setting 4.5 million units. worldwide, successfully establishing the brand as new Capcom franchise.

“Smurfs’ Village” “Minna to Monhan Card Master” The high degree of freedom, lovable This title’s accessibility, communication-rich social characters and ability to link to and elements and effective promotional campaign communicate through Facebook enabled this have helped to attract both fans of the “Monster title to become the top-grossing app on Hunter” series and new users. Apple's App Store in 80 countries.

© Peyo - 2010 - Licensed through Lafig Belgium - ©CAPCOM developed by gloops www.smurf.com. All game code © 2011 Beeline Interactive, Inc.

Plaza Capcom Kochi Plaza Capcom This venue contributed to Chiba New Town earnings through various We invested seniors over 50 to events aimed at enhancing event offering an opportunity our ability to attract customers to play coin-operated and while retaining core users prize games for free in an through the creation of a attempt to increase pleasant store atmosphere. awareness of arcades, promote future growth among the senior segment and expand earnings.

Pachislo Machine “Resident Evil 5” Coin-Operated Game Capcom’s strong brand power, image “Mario Party Kurukuru! Carnival” engineering capabilities and a production The latest installment was successful in value that mesmerizes users were using the series brand power to appeal successful in recording healthy unit sales. to both home video game users as well The expertise accumulated since entering as existing arcade customers. the in-house case business is now bearing fruit.

Licensed by Nintendo © 2007 Nintendo / © 2007 HUDSON SOFT ©CAPCOM CO., LTD. 2012 ALL RIGHTS RESERVED.

“Resident Evil: Retribution” “Resident Evil Universal Studios The global release of this film in Japan (USJ) Event” September 2012 was timed to coincide Capcom held an event in collaboration with the sales launch of home video with USJ in September 2012 with the game “Resident Evil 6”. This fifth film in aim of cultivating the user community this series earned a record 0.24 billion and increasing recognition. “Resident dollars at the box office. Evil 6” also went on sale at this time and this event had a major impact on sales promotion activities.

©2012 Screen Gems, Inc. All Rights Reserved.

CAPCOM ANNUAL REPORT 2013 14